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races.txt
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=== Races ===
There are twlelve different races that you can choose from in EyAngband.
Some races are restricted as to what profession they may be, and each race
Has its own adjustments to a character's stats and abilities. The race stat
adjustment lasts throughout the game, raising the maximum levels the character
can otherwise acheive in this stat. Most races also have intrinsic abilities.
Human
The human is the base character. All other races are com-
pared to them. Humans can choose any class and are average
at everything. Humans tend to go up levels faster than any
other race because of their shorter life spans. No racial
adjustments or intrinsics occur to characters choosing human.
Half-Elf
Half-elves tend to be smarter and faster than a human, but
not as strong. Half-elves are slightly better at searching,
disarming, saving throws, stealth, bows, throwing, and magic,
but they are not as good at hand weapons. Half-elves may
choose any class and do not receive any intrinsic abilities.
Elf
Elves are better magicians then humans, but not as good at
fighting. They tend to be smarter and faster than either
humans or half-elves and also have better wisdom. Elves
are better at searching, disarming, perception, stealth, bows,
and magic, but they are not as good at hand weapons or digging.
Elves may choose any class except Paladin. They are resistant
to attacks involving bright light.
Hobbit
Hobbits, or Halflings, are very good at bows, throwing, and
have good saving throws. They also are very good at searching,
alchemy, disarming, perception, and stealth. They will be
much weaker than humans, and no good at melee fighting.
Halflings have fair infravision, so they can detect warm
creatures at a distance. Hobbits can choose between being a
warrior, mage, or ranger. They have their dexterity sustained.
Gnome
Gnomes are smaller than dwarves but larger than halflings.
They, like the halflings, live in the earth in burrow-like
homes. Gnomes make excellent mages, and have very good saving
throws. They are good at searching, disarming, perception,
alchemy, digging, and stealth. They have lower strength than
humans so they are not very good at fighting with hand weapons,
but are quite capable of using ranged attacks. Gnomes have
fair infra-vision, so they can detect warm-blooded creatures
at a distance. A gnome may choose between being a warrior,
mage, or priest. Gnomes are intrinsically protected against
paralysis and some slowing effects.
Dwarf
Dwarves are the headstrong miners and fighters of legend.
Since dungeons are the natural home of a dwarf, they are
excellent choices for a warrior, paladin, priest or mystic.
Dwarves tend to be stronger and tougher but slower and less
intelligent than humans. Because they are so headstrong and
are somewhat wise, they resist spells which are cast on them.
Dwarves also have very good infra-vision because they live
Underground, and are quite adept with a shovel. They do have
one big drawback, though. Dwarves are loudmouthed and proud,
singing in loud voices, arguing with themselves for no good
reason, screaming out challenges at imagined foes. In other
words, dwarves have a miserable stealth. They can never be
blinded.
Half-Orc
Half-Orcs make excellent warriors and decent priests, but
are terrible at magic. They are as bad as dwarves at stealth,
and horrible at searching, disarming, and perception.
Half-Orcs are, let's face it, ugly. They tend to pay more for
goods in town. Half-Orcs do make good warriors, for the
simple reason that Half-Orcs tend to have great constitutions
and lots of hit points. Because of their preference to living
underground to on the surface, half-orcs resist darkness
attacks.
Half-Troll
Half-Trolls are incredibly strong, and have more hit points
than any other character race. They are also very stupid and
slow. They will make great warriors and iffy priests. They
are bad at searching, disarming, perception, and stealth, but
decent at digging. They are so ugly that a Half-Orc grimaces in
their presence. They also happen to be fun to run. Half-trolls
always have their strength sustained.
Dunadan
Dunedain are a race of hardy men from the West. This elder
race surpasses human abilities in every field, especially
constitution. However, being men of the world, very little is
new to them, and levels are very hard to gain. They can play
all classes. Their constitution cannot be reduced.
High-Elf
High-Elves are descended from those among the Elves who heard
and answered the call from the gods at the very beginning of
time, before the sun and moon were made, and lived in the
Blessed Realm for many thousands of years before returning to
mortal lands. Because of this, they are far superior in terms
of abilities when compared to their lesser Elven kindred, and
are able to be priests as well as all the other classes that
normal Elves can be. They can also see into the invisible
world of ghosts and wraiths. However, they find new experience
even harder to come by than Dunedain: and their wisdom is
still a little suspect. And like normal Elves, they resist
attacks involving bright light.
Angel
Angels come from heaven to spread the causes of good, by any
means necessary. While they start out as being rather weak and
fragile, as they gain experience they are awarded new abilities
and they eventually become powerful in all regards. Angels
possess special racial abilities. Belonging to a higher plane,
the experiences of this world do not leave a strong impression
and them and they gain levels slowly. In addition, killing non-
evil creatures may sometimes be necessary for their survival,
but it goes against the basic fibre of their being and doing
so provides them with only minimal experience rewards. Angels
can play all classes.
Demon
Demons are the evil spawn of hell. Chaotic and unpredictable,
some demons realize that the quickest path to promotion is by
destroying all their rivals, and thus temporarily join the side
of good to cleanse the dungeons of Angband. They are the weakest
of the races at their creation, but their abilities grow with
their levels and they eventually gain immense power. From a
certain level, Demons gain special racial abilities. Low level
demons are quite stealthy, but as they grow more powerful their
stealth rapidly decreases. Death and mayhem being commonplace to
them, they gain levels slowly. They can play warriors, mages and
rangers.
Nilbog
The nilbog (sing. and plural) are a race shrouded in mystery.
They are slightly shorter than humans and totally hairless. No
one knowns whence they come from or why; even they themselves
have no memory of their past. They accept this calmly, confident
that when the time will come for the purpose of their existance
to be known they, shall be up to the task. They are creatures of
unmagic, and disrupt the magic around them. This provides them
with innate protection from mana based attacks, but they are
barred from most classes as spellcasting is incredibly difficult
to them and magical weapons and armor that they weild will
quickly lose its power.
Rattikin
The rattikin are a race of humanoid rats who live in the
outskirts of human society. They are very dexterous, and totally
immune to disease. They make good warriors and rangers, and
decent mages and spellswords.
Felpurr
The felpurr are a noble race of humanoid felines. They are
dexterous and smart, and can play all classes well. They have an
innate luck, and will often find useful stuff in their adventures
in the dungeon.
=== Recommended combinations of Race and Class ===
Warrior Mage Priest Ranger Paladin Mystic Bard Spellsword
Human Yes Yes Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes No Yes Yes Yes
Hobbit Yes Yes No No No No Yes No
Gnome Yes Yes Yes No No No No Yes
Dwarf Yes No Yes No Yes Yes No No
Half-Orc Yes No Yes No No No No Yes
Half-Troll Yes No Yes No No No No No
Dunadan Yes Yes Yes Yes Yes Yes Yes Yes
High-Elf Yes Yes No Yes No No Yes Yes
Angel Yes Yes Yes Yes Yes Yes Yes Yes
Demon Yes Yes No Yes No No No Yes
Nilbog Yes No No No No No No No
Rattikin Yes Yes No Yes No No No Yes
Felpurr Yes Yes Yes Yes Yes Yes Yes Yes
=== Stat Bonus Tables ===
Stat, hit dice, and experience points per level modifications due to race
are listed in the following table.
STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level
Human 0 0 0 0 0 0 10 +0%
Half-Elf -1 +1 0 +1 -1 +1 9 +10%
Elf -1 +2 +1 +1 -2 +1 8 +20%
Hobbit -2 +2 +1 +3 +2 +1 7 +10%
Gnome -1 +2 0 +2 +1 -2 8 +25%
Dwarf +2 -3 +2 -2 +2 -3 11 +20%
Half-Orc +2 -1 0 0 +1 -4 10 +10%
Half-Troll +4 -4 -2 -4 +3 -6 12 +20%
Dunadan +1 +2 +2 +2 +3 +2 10 +80%
High-Elf +1 +3 -1 +3 +1 +5 10 +100%
Angel * * * * * * 9 +90%
Demon * * * * * * 10 +120%
Nilbog +2 +1 +1 +3 +3 0 10 +20%
Rattikin -2 +2 -1 +4 -1 -4 7 +10%
Felpurr -1 +2 0 +2 -2 0 8 +20%
*see below
=== Angel Progression chart ===
LEVEL STR INT WIS DEX CON CHR ABILITY
Cherub 1- 4 -3 0 +1 0 -4 +1 Detect Evil
Seraph 5- 9 -2 0 +2 0 -2 +1 Call Light
Deva 10-19 0 +1 +3 0 0 +2 Spear of Light
Planetar 20-29 0 +1 +3 0 0 +3 Spear of Light
Archon 30-39 +1 +2 +4 0 +1 +4 Orb of Draining
Solar 40-49 +2 +3 +5 0 +2 +5 Prot. from Evil
Archangel 50 +3 +3 +5 0 +3 +6 Prot. from Evil
Resistances and inherent abilties (cumulative):
Cherub - None.
Seraph - Sustain Wisdom, Permanent Light (radius 1).
Deva - Bravery, Feather Falling.
Plaentar - Resist Light, See Invisible, Sustain Charisma.
Archon - Resist Fire, Cold, Confusion, Free Action.
Solar - Resist Acid & Electricity, Regeneration, Slow digestion.
Archangel - Resist Chaos, Hold Life.
=== Demon Progression chart ===
LEVEL STR INT WIS DEX CON CHR ABILITY
Lemure 1- 4 -4 -4 -6 -4 -4 -6
Quasit 5- 9 -2 -4 -6 -2 -2 -6
Imp 10-14 -1 -2 -6 -1 -1 -7
Tengu 15-19 0 0 -5 0 -1 -7 Blink
Bodak 20-24 0 0 -5 0 0 -7 Fire Bolt
Vrock 25-29 0 0 -4 0 +1 -8 Fire Bolt
Hezrou 30-34 +1 0 -4 0 +2 -8 Fire Bolt
Glabrezu 35-39 +2 +1 -3 0 +3 -8 Fire Ball
Nalfeshnee 40-44 +3 +2 -3 0 +4 -9 Fire Ball
Pit Fiend 45-49 +4 +2 -2 0 +5 -9 Fire Ball
Balrog 50 +5 +3 -2 +1 +6 -10 Plasma Ball
Resistances and inherent abilties (cumulative):
Lemure - None.
Quasit - Bravery.
Imp - Resist Fire.
Tengu - Resist Blindness.
Bodak - Resist Darkness, Sustain strength.
Vrock - Resist Acid.
Hezrou - Sustain Constituion.
Glabrezu - Resist Nether.
Nalfeshnee - Regeneration.
Pit Fiend - Resist Chaos.
Balrog - Immune to Fire.